I put the Jotnar_L folder in the modules folder, then merged the AoE folder over it. I used the versions up on 24/10/2014. I think I did it right, but am still getting exceptions.
Eight pop-ups on game load:
1.) Tag: TERRAIN_GLACIAL in Info class was incorrect
Current XML file is:
modules\NormalModules\JotnarL\Units\JotnarL_CIV4PromotionInfos.XML
2.) Index is -1 inside function
(same file as above)
3.) same as #1, except TERRAIN_SNOW
4.) same as #2
5.) same as #1
6.) same as #2
7.) same as #3
8.) same as #2
TXT_KEY_JOT_GIANTKIN
The Civic change pop-up for Eugenics at Animal Handling says "Great People are rarer". This is inconsistent with F3 and F12.
Also, if I remember right, it says it allows racial choice at unit birth/ construction. It would be helpful to add this to the 'Pedia entry.
The Ikol (Giant wants pigs) event gave this exception:
File "CvEventInterface", line 30, in onEvent
File "CvCustomEventManager", line 138, in handleEvent
File "CvCustomEventManager", line 149, in _handleDefaultEvent
File "CvUnitStatisticsEventManager", line 305, in onUnitKilled
File "UnitStatisticsTools", line 291, in checkHighScoresCurrentUnit
TypeError: unscriptable object
-OTOH, it did successfully place a Bergrisar.
--I got the exception even if another civ got the event.
The Bergrisar mentions Midwives leaders, and there is a stub entry in Traits, but I see no mention under the Jotnar or their leaders.
The Civilizations entry for the Jotnar (The Jotnar?), says Construction allows the building of a Siege Battery which reduces the cost of District improvements. The Siege Battery entry says nothing about improvements.
The link to District Battery in Siege Battery: Strategy doesn't work.
The Siege and District Batteries seem to be exactly the same but for a tiny cost difference and the fact that the latter requires Plans. Possibly intended.
F2: mouseover Unit Cost: 6
Extra Unit cost, -3
Handicap cost.
If I remove 7 Citizens: 3
Extra Unit cost, -2
Handicap cost.
Turn 101: Unit Cost: 28
Extra Unit cost, -12
Handicap cost.
Less 49 Citizens: 5
Extra Unit cost, -2
Handicap cost.
And AI civs won't attack me because I have an enormous army of Citizens.
Perhaps you could have a two-stage District mechanism (New District/ Populated District?) instead? I think it would look better, too. Marking them with Runt/Troll/Giant leaves your World Spells usable.
OTOH, I am playing Mother Enningas; my maintenance is 3
/city at a point where it was 13
with Ydil. I can't make Ildset Mors fast enough to keep up with income.
-Turn 101, capital size 9 (but building Forum), biggest city pop 14.
Religion weirdness: the OO sound is the one I was getting with Ydil.
Converting to OO makes me Chaotic, to Leaves Neutral, to Hand Lawful, to Veil Evil, and to Runes, Esus, Empy or Order leaves me LG. Parts of this are not the way I remember RiFE, and make less sense.
The Jotnar civ entry says Religion (I assume the civic) allows the sacrifice of Runt units. I tried deleting a Runt Citizen before and after converting to Religion and saw no difference.
I discovered and converted to Runes of Kilmorph successfully, but am unable to spread it with the Gothi I received. If it's a replacement for a Thane, as the 'Pedia entry says, I think I should be able to. Or did I get an untyped one?
-Tablets of Bambur is spreading it ...slowly. I think a second religion is contraindicated.
The civ entry says "Young Trolls are vulnerable to Recon units and might even be subdued by them". I don't think this is right; they are Recon, not Animal. If Feral makes them Barbarian they don't seem to become especially vulnerable, either. The Feral trait entry only mentions "Animal Units" under "Available To", so possibly you meant to swap their combat categories when they became Barbs and then forgot.
Turn 86: a Cyklop shows up. Giantkin, so 5/6 Str & move 3 with no terrain cost. This certainly makes the game more interesting. The other civs can't kill them easily and have to hope they kill themselves attacking, because otherwise the Barb cities will just keep pushing them out until they can't be stopped.
Braduk built a Sea District on a Clam in preference to building on a wooded hill with no resource. (I have Bronze Working; it could have built there.) It should not do that.
A Cyklop took out a Citizen on a Volcano. I killed it, but for some reason it says it is a Savage District. Can I build there? -Yes I can!
Turn 96: Switched to Caste System: "Workers Build Improvements +50% Faster." Then I noticed only Egrass qualified as a Worker.
The 'Pedia entry for the Jotnar Crossbowman is fine, but the old Crossbowman has a red dome for the unit picture.
TXT_KEY_TECH_CARTOGRAPHY_PEDIA
Re Unexplore: I thought I'd try this - one of my design docs is for a short-sighted civ.
I didn't enjoy it; I have enough trouble with forgetting things already
. My auto-exploring Galleons just wanted to buzz back and forth until some Cyklops waded out and got them. (I hadn't gotten to Eng/Div/Nec when I quit.)
Are AI civs not expanding because they can't see city sites? If so, why not make it so that nearby tiles - say, within 8 squares radius of the capital or 4 or 5 of the border - are remembered for longer (or forever)? That ought to give them enough of a start to get to Cartography. And maybe move the second visibility trigger down to Sailing or so?